![]() |
Re: Phantom Barbed Wire
Quote:
Didn't try cutting out the effected section, just anything I could think of that could/would/"should" alter the terrain (and wire is a terrain feature) of the effected hexes. I stumbled across the clear-entire-map-and-reload solution as a final act of desperation. Sometimes desperate moves are the "correct" one :shock: |
Re: Phantom Barbed Wire
Quote:
It also if I remember correctly removes trenches so long as they do not cross a hill crest tile. With a bit of thought you can use it to remove foxholes sandbags created by a defending force if you want part of them to be mobile & forgot to deploy them first with the slider on meeting engagement. |
Quote:
MY experience is the same and re-testing confirms it to be true exactly the way John describes it but they will ALL be removed simply by placing ground ( 0 ) level terrain on the hex then rebuilding as necessary. I *HAVE* seen cases where maps refuse to co-operate becasue they have become corrupted but it's rare. POST THE MAP and I will look at it Don |
Re: Phantom Barbed Wire
Quote:
No can do, as I overwrote the corrupt scenario save once I stumbled across the fix. |
All times are GMT -4. The time now is 12:39 AM. |
Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.